Recommend
3 
 Thumb up
 Hide
9 Posts

Smash Up» Forums » Strategy

Subject: Pretty Pretty Smash Up - Strategic analysis rss

Your Tags: Add tags
Popular Tags: Strategy [+] [View All]
Andre Oliveira
Brazil
flag msg tools
Avatar
mbmbmbmbmb
The objective of this thread is:
List the strengths and weakness of each faction in this set
Find and discuss the best partners and biggest prey for each faction in this set
List important faction specific card combinations from each faction in this set


Fairies
Quote:
Strengths and Weakness:
Twofold nature of most actions allow them to be always relevant
Good card draw / deck acceleration
Has a decent amount of extra action plays
Limited extra power drops (Titania, Daisy Chain, Leaf Armor and Enchantment)

Good partner factions:
Princesses - the card draw helps to find more minions with 5p and the extra action allows you to deal with excessive actions in hand
Ninja - They appreciate card draw and power reduction to enable minion destruction

Good against these factions:
Cyber apes - Can steal minion actions with Tinx or even ditch multiple stacked actions with Titania's return to hand effect
Steampunks - Can destroy actions and lock bases against them

Important combos:
Daisy Chain + Tinx (on another turn) = huge power swing (tinx is worth 4p with the chain, and the base gets 6 points closer to breaking)


Kitty Cats
Quote:
Strengths and Weakness:
Controlling opponent's minion is a huge power swing
Can sacrifice (opponent's) minions for benefit (if you control them)
Significant card draw with Cat Fight
The top minions Queen Fluffy and Whiskers have powerful talents - so you don't want to close a base using them
Cannot get bases closer to their breakpoint

Best partner factions:
Zombies provide a minion you can sacrifice without losing - Tenacious Z - and important minion recursion
Fairies accelerate the deck to get the needed minions and can reduce opponent's power to facilitate taking control
Shapeshifters allow you to setup a minion combo easily
Princesses get some mileage out of the card draw and provide excess action cards to play if you use whiskers' talent
Bear Calvary / Madscientists / Robots - they can sacrifice and indestructible minion for no loss

Good against these factions:
Mythic Horses tend to lose more power if you steal one of their minion due their friendships bonuses
Princesses are usually hard to destroy, but are easy prey for a combo of Queen Fluffy + Mr. Grumpers + sacrifice


Important combos:
Queen Fluffy + Mr. Grumpers allow you to dominate a 5p minion (which you can sacrifice afterwards)
Queen Fluffy + Whiskers you can destroy a single 3p every turn and play an extra action
Whiskers + Muffin allows you to destroy a 2-3 opponent minion and play an extra action
Muffin (steal a minion) + Whiskers' talent (sacrifice for extra action) + Cat's Paw (dominate a 5p minion) + Cat's fight (sacrifice a minion to draw X cards) = draw 5 cards while destroying an opponent's 5p minion and another 1-3


Mythic Horses
Quote:
Strengths and Weakness:
Really good at dropping power on a base and playing extra minions
Minion movement allows some big plays
Some card draw (not enough to fuel your own extra minion plays)
Minions are best played on the same base due friendship bonuses

Best partner factions:
Robots are really good to increase the size of the pack and help with the lack of minions
Cats provide a huge power swing since you get extra power with more minions under your control
Aliens help with additional minion cards (scout)

Good against these factions:
Pirates tend to not be able to destroy their 2p minion and not isolate their minions due Friendship Power movement

Important combos:
Adventure Power + Super Future Space Armor Power allows you to close 2 bases in first if you spread you minions wisely


Princesses
Quote:
Strengths and Weakness:
Mostly immune to effects that target low power minions
Has above average power drop when you factor minion recursion
Has "free" minion plays due minion to action ratio
Between a handful cards that allow minion movement and destruction they can disrupt opponents
Tends to waste a few minion play phases due the low quantity of minion cards, hence does not benefit much from extra minion plays
Need extra action plays due deck composition

Best partner factions:
Zombies increase their power by a lot - since princess can play recovered minions without relying on extra minion cards (and they will have 5 power)
Wizards offer enough card draw to avoid wasted minion play phases and allow you to play the multiple actions (and possibly stack 2-3 Heirloons in a single turn)
Fairies has some much needed card draw and extra action but less than wizards.
Super heroes have natural synergy with 5p minions increasing they combined adaptability
Aliens have the underused Scout - offseting their lack of minion card weakness - and less penalties when abusing the Invader-Collector combo - Aliens also enjoy Princesses' disruption to prolong the game
Pirates are great if you can stack Heirloons on a single first mate. it's also nice to increase minion destruction and movement.
Tricksters offer the combo of Skillet+Gremlin for draw and random discard - enshrouding myst is a nice thing too

Good against these factions:
Werewolves have a hard time destroying their 5p minions
Pirates are really hurt by the 2p minion destruction and can't use their own destruction against the ladies.

Important combos:
Snow White (in discard pile) + Direct to DVD Sequel - Snow White is by far their best minion - make sure to recover it if you can - Eliza helps a lot against some factions and while some bases are in play
Apricot + Direct to DVD Sequel - Apricot is the second best candidate for recursion, specially if you opponent has good low power minions (like pirates)
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andre Oliveira
Brazil
flag msg tools
Avatar
mbmbmbmbmb
Please recommend the thread if you find it useful (not just the post).

I'm all ears for more faction analysis like who is good with who and against who. Don't forget the why.

If you find any discrepancy in the star filling (maybe a combination isn't so good to be worth a full star) please comment.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Czerniewski
United States
Overland Park
Kansas
flag msg tools
mbmbmbmbmb
Princesses and Superheroes don't go as well as you might think. The thing that hurts this combination the most is you can't get enough minions to a base in time for it to score, and who knows how your deck is shuffled. This combination usually finishes dead last.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andre Oliveira
Brazil
flag msg tools
Avatar
mbmbmbmbmb
skidawgkc22 wrote:
Princesses and Superheroes don't go as well as you might think. The thing that hurts this combination the most is you can't get enough minions to a base in time for it to score, and who knows how your deck is shuffled. This combination usually finishes dead last.


Some people feel otherwise - keep in mind you must get an early Sleeping Beauty or Marie DeGraw to offset princesses main flaw - lack of minion cards.

A well timed Snow white also guarantees winning a base or at least dealing with a problematic minion like queen flufly.
Having Apricot or Eliza on demand allow you to counter 2p centric decks or multiple card play heavy decks.

The beauty of the combination is having Mild Mannered Citizen work like a G.E.L.F. and combining Golden age with deck shuffling.

Personally I prefer zombies as a partner - they offer minion cards without fail - but super heroes increase the deck reliability at countering things. Worst case scenario - always call sleeping beauty from the deck if she isn't in play.

So between Wizards and Superheroes which one you find better for princesses?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jay Young
United States
virginia beach
Virginia
flag msg tools
mbmbmb
desocupado wrote:
skidawgkc22 wrote:
Princesses and Superheroes don't go as well as you might think. The thing that hurts this combination the most is you can't get enough minions to a base in time for it to score, and who knows how your deck is shuffled. This combination usually finishes dead last.


Some people feel otherwise - keep in mind you must get an early Sleeping Beauty or Marie DeGraw to offset princesses main flaw - lack of minion cards.


What people? I think they work "OK" as long as their is ZERO destruction or return to hand from the other players
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
robert
United States
Utah
flag msg tools
mbmb
Regarding good combos for Princess's, I'd like to add that Tricksters are actually pretty solid with them.

They can use the two copies of Enshrouding Mist pretty well, and they can also use Skillet on Gremlins, which then lets you draw 2 cards, which really helps the Princess deck. And between the two factions, they have a lot of ways to mess with the opponents. Moving stuff is about the only thing Tricksters can't do as far as being annoying, and Princess's do it well, + Eliza. You'll constantly be annoying your opponents.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andre Oliveira
Brazil
flag msg tools
Avatar
mbmbmbmbmb
Tricksters still sound way worse than wizards or zombies - You aren't helping yourself much by killing your own minion with skillet (it's not that likely to occur) - I'd pick fairies over it almost any day since it won't cost your action play to cicle cards (no star for trickster halfstar for fairies).

Tricksters are way better off with a partner like aliens (scout, minion cards and more disruption) vampire (who also do the the silly sacrificial gremlin). Or general support factions like zombies and wizards.

zyocuh wrote:
What people? I think they work "OK" as long as their is ZERO destruction or return to hand from the other players

I think it was this post and another on redit.

Return to hand isn't as bad for princesses since they have some unused minion plays anyway.

I suppose unrestricted minion destruction is bad for princess, but then most faction with that kind of destruction (Minions of Culthulu and Ninja come to mind) have a limited supply of those cards. In fact most factions have better "leader minions" to target with those cards than the somewhat "tame" princesses.

I'll reduce princess-heroes to half star - still... the ability to call upon sleeping beauty and the counter princesses is something I need to test a few games. It's a very welcome deck manipulation.

Edit: Oh you were referring to the main part of the combo - mild mannered man - well he's a 2p minion that turn into a 5p minion on next turn. I suppose he's in a similar hate tier to a first mate - at least their faction offer some protection and the Not Really Dead x2.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
robert
United States
Utah
flag msg tools
mbmb
desocupado wrote:
Tricksters still sound way worse than wizards or zombies - You aren't helping yourself much by killing your own minion with skillet (it's not that likely to occur) - I'd pick fairies over it almost any day since it won't cost your action play to cicle cards (no star for trickster halfstar for fairies).




Pretty much everything is worse than pairing with Wizards or Zombies...its not really worth even mentioning them since they are a given for every faction. (some exceptions with Wizards)

You are helping your self ALOT by killing Gremlin, he isnt just any old minion. In addition to getting the card draw, you make them discard a random, which has the potential to be devastating.

Two copies of Enshrouding mist in a deck with lots of 5 power minions really helps as well, especially considering with Princesses they all have unique abilities, and Enshrouding mist will really help get all those abilities out. I'd much rather use Tricksters than Aliens or Pirates.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andre Oliveira
Brazil
flag msg tools
Avatar
mbmbmbmbmb
Princesses-Zombies
Princess are particularly good with zombies since they can use their overflow of minions cards unlike a pirate-zombie combination - that is worth mentioning. i.e. they have a minion card deficit thus benefit greatly from zombie minion surplus (same goes for ninjas in the core set).

Princesses-Wizards (and fairies)
Wizards (and faeries) are also nice - they offer card draw and extra action helping with Princess' minion deficit and action excess. When you think about it, a faction with lots of special actions would be good too.


Princesses-Tricksters
Using Enshrouding for playing 2 minions of 5p is great - but a princesses-trickster pair is unlikely to play another minion on the next turn (not enough draw). So it ends up being a glorified play extra minion that a wizard's Summon action could pull of while drawing and playing many more cards.
While random discard with gremlin sacrifice is evil - passing a turn without putting power is also wasteful.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.